Abolisher Cruiser
Craft: Sienar Fleet Systems' Nuetralizer 418
Type: Abolisher-class heavy cruiser
Scale: Capital
Length: 600 meters
Skill: Capital ship piloting: Abolisher Cruiser
Crew: 2,799; gunners: 40; skeleton: 1,500
Crew Skill: Astrogation 5D, capital ship gunnery 5D+2, capital ship piloting 6D, capital ship shields 4D+1
Passengers: 80 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Hull: 6D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 75/2D
Search: 150/3D
Focus: 5/4D
Weapons:
15 Quad Laser Cannons-
Fire Arc: 5 front, 5 left, 5 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 5D
20 Turbolaser Cannons-
Fire Arc: 5 front, 5 left, 5 right, 5 rear
Scale: Starfighter
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
5 Hyperspace Pulsemass Generators-
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Space Range: 1-5/75/150
Damage: Destroys any ship in hyperspace within range (see Imperial Sourcebook page 67 for details)
Starfighter Complement: 3 squadrons
The Abolisher Cruiser was created by Justin Perry.
Interdictor Cruiser
Craft: Sienar Fleet Systems' Immobilizer 418
Type: Interdictor-class heavy cruiser
Scale: Capital
Length: 600 meters
Skill: Capital ship piloting: Interdictor Cruiser
Crew: 2,783, gunners: 24, skeleton: 1,500/+10
Crew Skill: Astrogation 5D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D
Passengers: 80 (troops)
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 75/2D
Search: 150/3D
Focus: 5/4D
Weapons:
20 Laser Cannons-
Fire Arc: 10 front, 5 left, 5 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
4 Gravity Well Projectors-
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 6D
Space Range: 1-5/75/150
Damage: Blocks hyperspace travel
Starfighter Complement: 2 squadrons
Interdictor II Cruiser
Craft: Sienar Fleet Systems' Immobilizer 419
Type: Interdictor II-class heavy cruiser
Scale: Capital
Length: 1,100 meters
Skill: Capital ship piloting: Interdictor II Cruiser
Crew: 32,411, gunners: 225, skeleton: 4,500/+15
Crew Skill: Astrogation 5D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1
Passengers: 2,200 (troops)
Cargo Capacity: 28,500 metric tons
Consumables: 5 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x6
Nav Computer: Yes
Maneuverability: 2D+1
Space: 5
Hull: 6D
Shields: 4D+2
Sensors:
Passive: 50/1D
Scan: 75/3D
Search: 150/4D
Focus: 5/4D+2
Weapons:
30 Turbolaser Batteries-
Fire Arc: 15 left,15 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 5D
10 Quad Laser Cannons-
Fire Arc: 10 front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
5 Gravity Well Projectors-
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 7D+2
Space Range: 1-5/75/150/300
Damage: Blocks hyperspace travel
10 Tractor Beam Projectors-
Fire Arc: 6 front, 2 left, 2 right
Crew: 2 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
Starfighter Complement: Default arrangement is 24 TIE Interceptors and 12 TIE Bombers or Scimitar Assault Bombers
The Interdictor II Cruiser was created by Tim Ware.
Modular Taskforce Cruiser
Craft: Tagge Industries Shipyards Ltd. Modular Taskforce Cruiser
Type: Multi-task medium transport
Scale: Capital
Length: 1,150 meters
Skill: Capital ship piloting: taskforce cruiser
Crew: Varies according to mission profile
Passengers: Varies according to mission profile
Cargo Capacity: Varies according to mission profile
Consumables: 6 months
Cost: 2.5 million (base cruiser), additional cost for individual modules
Hyperdrive Multiplier: x3
Hyperdrive Backup: x7
Nav Computer: Yes
Maneuverability: 2D
Space: 4
Atmosphere: 280; 800 kmh
Hull: 3D+1
Shields: 2D
Sensors:
Standard sensor suite; more advanced sensors can be installed as needed
Passive: 40/1D
Scan: 75/2D
Search: 150/3D
Focus: 4/4D+2
Weapons:
15 Medium Turbolasers-
Fire Arc: 10 front, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
Mission Function Modules
Each individual mission function module is an entirely self-contained unit. The module need only be attached to the skeleton and be hooked into the power generators, life support, and communications ports.
Each ship can only contain one module at a time. It is believed that Tagge Industries is working on mini-modules so a ship can be outfitted for a variety of smaller-scale functions
Typical Mission Function Modules (MFMs) are as follows:
Hospital Module
Crew: 225 doctors, 400 nurses, 1,500 emergency medical technicians, 1,000 medical droids
Passengers: 2,750 (bacta tanks), 1,000 (quarantine ward), 19,600 (patients)
Cargo Capacity: 5,000 metric tons
Cost: 750,000 credits
Capsule: The hospital module is used in planetary disasters, anti-terrorist clean up functions, and space battle recovery. The hospital module can handle any number of disasters from combat to radiation leaks. Equipment includes thousands of medpacks, repulsorlift stretchers, five shuttles for transporting casualties, and a centralized medical computer.
Survey Module
Crew: 2,000 scouts, 1,500 techs, 5,000 droids
Cost: 1 million credits
Sensors:
Passive: 60/3D
Scan: 80/4D
Search: 175/5D
Focus: 6/5D+2
Capsule: This module is used for the rapid exploration of planets and entire systems. Besides the crew, the module contains over 100 exploration airspeeders for rapid surveys, 500 exploration droids, and five Skipray Blastboats and six TIE Bombers for defense. The module has a centralized computer for quick analysis of all gathered data. This module and its crew can completely analyze a planet within a standard 24 hour day and deermine likely colony sites, and mineral and agricultural resources. The computer and its techs can also calculate likely astrogation routes from any nearby trade routes.
Observation Module
Crew: 1,550 Intelligence officers and comscan specialists
Cost: 6.3 million credits
Sensors:
Passive: 250/3D
Scan: 800/4D
Search: 1,500/5D
Focus: 18/6D
Capsule: This module is used for espionage and long range observation for intelligence gathering. The cruiser itself does not infiltrate enemy territory since it would be easily detected by enemy sensors. Instead, the ship is equipped with 500 probots and observation droids, which are deployed around the perimeter of enemy holdings for passive observation. The probots can run the standard light/energy spectrum analysis and eavesdrop on communications frequencies. Some specially equipped (and very expensive) probots can scan very localized hyperspace with cross-channeled radiation (as used with the planetary security net). With the subspace link-up, the probots can be deployed up to 30 light years away and still have instantaneous communication with the cruiser. The ship has 12 TIE fighters for defense.
Rescue Module
Crew: 140 doctors, 2,130 techs
Cargo Capacity: 40,000 metric tons
Cost: 500,000 credits (plus parts)
Capsule: The rescue moduleis used for space battle clean-up and repair. When a cruiser is dispatched to a battle scene, it is loaded with a variety of replacement parts for the ships that were invovled in the battle. Doctors search any wrecks that weren't already checked for survivors (presumably, a hospital ship is sent with these ships to a battle scene). The primary mission of the techs is to repair what ships they can so that they can be flown back to dockyards for complete repairs(naturally, only drive systems and life support systems are repaired at this stage). Those ships that cannot be repaired are analyzed and the techs note what must be done to the ship so that it can be returned to the nearest Imperial shipyard. Military planners at the shipyard will then determine whether repairs will be attempted or simply scuttled.
Inquisition Module
Crew: 100 Inquisitors, 3,660 CompForce/observation staff, 10,000 interrogation droids
Cost: 425,000 credits
Capsule: This module is the most recent addition and it is used for punitive action against insurgents and rebellious worlds. Aboard the module's cavernous cargo holds are 15,000 pre-fabricated disintegration chambers, two garrison bases, an Orbital Data Net Eraser unit, probes with sterilization spores, five cluster bombs with magnipulse bombs, and a complete orbital nightcloak system.
Torpedo Sphere
Craft: Loronar's Torpedo Sphere
Type: Dedicated siege platform
Scale: Capital
Length: 1,900 meters
Skill: Capital Ship Piloting: Torpedo Sphere
Crew: 61,245, gunners: 2,030, skeleton: 20,415/+15
Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 3D+2, capital ship shields 4D, sensors 4D+1
Passengers: 8,540 (troops)
Cargo Capacity: 3.8 million metric tons
Consumables: 4 years
Hyperdrive Multiplier: x3
Hyperdrive Backup: x18
Nav Computer: Yes
Manuverability: 0D
Space: 2
Hull: 9D+2
Shields: 2D
Sensors:
Passive: 50/1D
Scan: 75/3D
Search: 150/4D
Focus: 5/4D+2
Weapons:
10 Turbolaser Batteries-
Fire Arc: Front
Crew: 3
Skill: Capital ship gunnery
Fire Control: 0D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 9D
500 Proton Torpedo Tubes-
Fire Arc: Front
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D against planetary shields, 4D against other vessels
Torpedo Sphere
Note: These stats reflect the inactive torpedo sphere with a skeleton crew and offline ordnance.
Craft: Loronar's Torpedo Sphere
Type: Dedicated siege platform
Scale: Capital
Length: 1,900 meters
Skill: Capital Ship Piloting: Torpedo Sphere
Crew: Not present; 14,000 techs and guards
Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 3D+2, capital ship shields 4D, sensors 4D+1
Passengers: 1,200 (troops)
Cargo Capacity: 3.8 million metric tons
Consumables: 4 years
Hyperdrive Multiplier: Offline
Hyperdrive Backup: x18
Nav Computer: Yes
Space: 2
Hull: 7D
Shields: 2D
Sensors:
Passive: 50/1D
Scan: 75/3D
Search: 150/4D
Focus: 5/4D+2